Thu May 12, 2022 3:54 am
Thu May 12, 2022 3:39 pm
id=first
color-overlay value=#ffffff
gimp:layer-mode layer-mode=behind opacity=2 aux=[ color ]
color-to-alpha
id=k
#the mask
id=1
gimp:layer-mode layer-mode=normal opacity=1.00 aux=[ ref=1 ]
#this dropshadow controls the inner glow. All other filters need to be hidden
dropshadow x=0 y=0 opacity=1..3 grow-radius=6 radius=0 color=#0058ff
lens-blur radius=4.0
gimp:layer-mode layer-mode=behind opacity=1.00 aux=[ ref=1 ]
gimp:layer-mode layer-mode=erase opacity=1.00 aux=[ ref=k ]
gimp:layer-mode layer-mode=behind opacity=1.00 aux=[ ref=first ]
Sun May 15, 2022 10:54 am
contrast_ wrote:[ Image ]
[ Image ]
[ Image ][ Image ]
This is a specialty bevel with a custom image overlay from pattern monster.
- Code:
gegl:rotate degrees=0.0 sampler=lohalo
gegl:color-overlay value=#ffec00
median-blur percentile=50 alpha-percentile=2
gaussian-blur #stays locked at 0.50 in default. Never changes.
emboss type=bumpmap azimuth=70 elevation=40 depth=3
median-blur radius=10 percentile=100 alpha-percentile=80 high-precision=yes
multiply aux=[gegl:layer src=PUT_YOUR_FILE_HERE.png]
t
opacity value=2
gegl:gray
dropshadow opacity=0.5 x=4 y=2
dropshadow opacity=0.5 x=4 y=2
Sun May 15, 2022 12:48 pm
checkerboard
x=200
y=200
color1=blue
color2=yellow
Sun May 15, 2022 2:49 pm
The easiest way I found to keep the background from feathering outside the text is to make the text "Layer to image size" then Alpha to Selection and run the GEGL graph bump map. After you select ok, just add a dropshadow to the same layer.
bump-map
gaussian-blur
gaussian-blur
gaussian-blur
gaussian-blur
emboss type=bumpmap azimuth=135 elevation=45 depth=75
#invert (just inverts the layer)
#tile (offset is for tile. No good use for this unless you want to experiment. It just moves your text)
offset-x=30
offset-y=30
median-blur radius=1 percentile=15 alpha-percentile=50 high-precision=yes
#(place background layer in your User folder.)
multiply aux=[gegl:layer src=YourImageHere.png]
dropshadow opacity=0.75 x=10 y=10
#(you can make the dropshadow more intense by uncommenting this. x and y values can be raised or lowered)
#dropshadow opacity=0.75 x=10 y=10
Sun May 15, 2022 4:09 pm
long-shadow
color=lime
angle=35
length=150
midpoint-rel=75
midpoint=50
#finite infinite fading fading-fixed-length (4 types)
style=fading-fixed-length
Sun May 15, 2022 5:08 pm
mosaic
tile-size=50
#squares - hexagons - octagons - triangles are accepted
tile-type=octagons
#play with tile-height but do not go too high! (50)
tile-height=10
tile-allow-split=TRUE
tile-surface=TRUE
tile-neatness=.65 # .65 to 1
tile-spacing=3 #in pixels
color-variation=.5 # .20 to 1
antialiasing=TRUE
joints-color=rgb(.00,.00,.00) #.00 numbers for RGB
light-dir=135 #360 degrees
light-color=gray
Sun May 15, 2022 5:49 pm
fractal-explorer
#mandlebrot - julia - barnsley-1 - barnsley-2 - barnsley-3 - spider - man-o-war - lambda - sierpinski
fractaltype=julia
iter=100
zoom=1000
shiftx=100
shifty=-100
#cx=.75
#cy=-.75
redmode=sine
bluemode=cosine
greenmode=none
redinvert=TRUE
blueinvert=TRUE
greeninvert=FALSE
ncolors=256
Sun May 15, 2022 5:53 pm
Sun May 15, 2022 5:57 pm
mahvin wrote:Long Shadow
[ Image ]
- Code:
long-shadow
color=lime
angle=35
length=150
midpoint-rel=75
midpoint=50
#finite infinite fading fading-fixed-length (4 types)
style=fading-fixed-length
Sun May 15, 2022 6:02 pm
contrast_ wrote:mahvin wrote:Long Shadow
[ Image ]
- Code:
long-shadow
color=lime
angle=35
length=150
midpoint-rel=75
midpoint=50
#finite infinite fading fading-fixed-length (4 types)
style=fading-fixed-length
This is really cool. I never thought of it. Do you have the code for the multi long shadow?
Sun May 15, 2022 6:13 pm
mahvin wrote:contrast_ wrote:mahvin wrote:Long Shadow
[ Image ]
- Code:
long-shadow
color=lime
angle=35
length=150
midpoint-rel=75
midpoint=50
#finite infinite fading fading-fixed-length (4 types)
style=fading-fixed-length
This is really cool. I never thought of it. Do you have the code for the multi long shadow?
I did it in phases using different colors then blended them together. I would love to make it all in one go, but I haven't figured out how to stop one sequence before starting another. It shows you can load layers, but I have yet to figure how it works.
Sun May 15, 2022 6:15 pm
Tas_mania wrote:Good to see you doing graphics and code again mahvin. You seemed to disappear for awhile.
I notice contrast has not figured-out how to turn his gegl graph code into a gui yet, maybe he has ? I recon python would do it easiest.
I've made an animation using gegl command line on 70 frames and figured-out the process.
Sun May 15, 2022 6:21 pm
GEGL Graph uses virtual layers not layers in Gimp.
Sun May 15, 2022 7:56 pm
plasma
turbulence=2
x=1 #image starts at top corner
y=1
width=4096
height=4096
seed=12345 #drop a random number for seed
Sun May 15, 2022 9:39 pm
Mon May 16, 2022 9:10 am
Mon May 16, 2022 11:04 am
polar-coordinates
depth=0
angle=235
bw=FALSE
top=TRUE
polar=TRUE
pole-x=1
pole-y=1
middle=TRUE
Mon May 16, 2022 11:17 am
normal-map
scale=10
x-component=red
y-component=red
flip-x=FALSE
flip-y=FALSE
full-z=FALSE
tileable=FALSE
Mon May 16, 2022 11:28 am
fractal-trace
X1=-1
X2=-.50
Y1=-1
Y2=1
JX=.50
JY=.50
depth=2
bailout=10
abyss-policy=loop